Many major first person shooters stand as counterpoints to your claim. Most Valve games for example are incredibly mod friendly, at the same time Steam was a pioneer in online DRM and Valve Anti-Cheat (VAC) is generally reasonably effective.
Even games where the anti-cheat isn't as mod-friendly as Valve's often offer modes where the game can be launched with anti-cheat disabled but you lose access to public matchmaking and ranked play, only being able to play on private games and/or servers that have turned off anti-cheat themselves. The PC port of Halo does this well.
> The entire concept of "cheating" doesn't really exist in such games.
For the record Minecraft does in fact have anti-cheat, but it's mostly just about illegal movements versus anything else, flight without creative privileges in particular. Anything beyond that is up to the server operator and their chosen plugins. Cheating is still definitely a thing, at least when playing survival with other people, but what defines cheating is up to each group to decide for themselves.
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DRM and anti-cheat do have the same big picture goal in the end, prevent the user from tampering with the application, but I do agree with the above poster that it is very different ethically. We all want our ranked play to be free of cheaters.
Not really - DRM = anti-copying/anti-piracy, anti-cheat is self-explanatory. Both sometimes employ similar strategies (anti-tampering/poking around with executables, linked libraries or memory), but they are not the same thing
On the other hand Wine probably has better backwards compatibility with old Windows games that Windows does in many cases.